Technique/Psiblade Combat (requires Cunning): All talents in this tree will require Psiblades to be active. This is specifically for Psiblade wielders, if you want to go daggers it is useless.(You could potentially main hand a dagger and off hand a Psiblade if you didn't care about using the activated talents in Mindstar Mastery, I suppose. In which case your dagger hits would all also get the benefits of these talents. It's not exactly as intended, but if you want to split up your weapon mastery between your main and off hand that is probably enough of a gimp to balance it out.) All talents in this tree gain a bonus to their effects based on points invested in Mindstar Mastery.

1)Piercing Mind: (stam sustain)With intense willpower you are able to focus your Psiblades to the point where they pierce flesh as well as minds. Adds %d pyhsical damage to any attack made with Psiblades active. Damage is based on Dexterity and will receive a bonus for points invested in Mindstar Mastery.

2)Nimble Combatant:(passively adds effects to Piercing Mind)Wielding Psiblades is far less encumbering than traditional weapons, and you are able to move more freely in battle. While Piercing Mind is active you will gain %d Ranged Defense and Physical Save and each time you move you will have a %d%% chance to gain 20%% global speed for one turn. Chance to boost speed will increase with talent level and points invested in Mindstar Mastery.

3)Combat Focus:(another stam sustain)You focus your mind on combat to boost your physical speed and power. Attack speed will increase by %d%% and physical crit rate by %d%% . Concentrating on combat slows your mind's ability to unleash mental powers, reducing your mind speed by %d%% and Mindpower by %d . Speed is based on Willpower. Crit rate and power reduction are based on Dexterity. All values are affected by a bonus from points invested in Mindstar Mastery.

4)Psiblade Master:(passive)Your training with Mindstars has made you a master over them and the forces they manipulate. You passively gain %d%% Mind, Nature and Physical resistance penetration. You are completely in tune with your weapons and all attacks made while Psiblades is active will have a %d%% chance to increase your Mind, Nature, and Physical resistance penetration and damage by %d%% for 3 turns. Base power scales with your Cunning and all values will gain a bonus based on points invested in Mindstar Mastery.

Technique/Willful Hunter(requires Dexterity)

1)Willful Hunter:You augment every strike with your Will. Increases physical power by %d and physical crit rate by %0.2f%% . Power increases with your Mindpower and crit rate with Dexterity.Also, when using knives, you now use your Willpower instead of your Strength for bonus damage.

2)Hunter's HelperYou know nature's deadly secrets. You use your knowledge to craft a potent acid and through force of Will you project it through your daggers. While active, your dagger hits will deal %d Acid damage and increase your Equilibrium by 1. Critical hits will cause an acid splash, dealing %d Acid damage to all targets in a radius 2 of the attacker, including the primary target. At raw talent level 3 the damage will become blinding acid.[Damage increases with Willpower, I forgot to put that in the description apparently.]

3)AnticipationWaiting for the right moment is as important as striking from the right spot. You are a master hunter and anticipation heightens your power. The damage of your critical hits is passively increased by %0.2f%% .Additionally, when moving you will gain the Anticipation effect, increasing your physical and acid damage by %0.2f%% and APR by %d for one turn. Further moves will refresh the effect and the damage, APR and duration will stack up to 3 times. APR is based on Willpower and damage is based on Dexterity. This effect will only occur when there are enemies nearby.

4)Tip the Balance:You dominate the battle through force of will, tipping the balance of nature in your favor. Activating the talent will restore %d%% of your maximum stamina and while active your Physical and Mind Power are increased by %d and your Physical and Mind crit rates are increased by %0.2f%% . All melee attacks will restore %0.2f Stamina and increase your Equilibrium by %0.2f . Critical hits will have %0.2f%% chance, based on Cunning, to instead restore twice the amount of Stamina and reduce, rather than increase, your Equilibrium. Each turn that Tip the Balance is active your Equilibrium will increase by 3 and a check will be made. The talent will deactivate if the check fails.

Wild-Gift/Ecomancy (requires Willpower)1)Swarm: You will a stinging swarm to fly at your target doing %0.1f nature damage and slowing it down by 30%% for 3 turns. The swarm can fly from foe to foe, hitting up to a total of %d target(s). Additional targets must be within 6 tiles of each other and the swarm loses %0.1f%% damage per bounce. The damage will increase with your Mindpower.At raw talent level 3 and above you are constantly surrounded by your swarm. All foes who strike you with a melee attack will be harassed by the stinging insects for 3 turns. Their accuracy will be reduced by %d , and each turn will take %d slowing Nature damage and have a 25% chance to either be Blinded, Silenced or Pinned for 3 turns. The strength of the swarm can stack up to 3 times, increasing damage dealt and accuracy penalty.

2)Vine Grab: Will a thorny vine to lash out at your foe, dragging them to your side and constricting them for %d turns. The vine will attempt to strangle (silence) and grapple (pin and damage) the target. The thorns will deal %0.2f slowing nature damage per turn. The damage will increase with your Mindpower.

3)Numbing Spores: Will a cloud of numbing spores to engulf your foes. The cloud rolls out from the caster with initial radius 1, increasing once every other turn to a maximum eventual radius of %d, doing %0.2f slowing nature damage for %d turns. The damage and duration will increase with your Mindpower.At raw talent level 3 and above your spores will constantly surround you. Any foe who is Slowed and misses you with a melee attack will inhale spores, reducing damage dealt by 25%% for 5 turns.The damage and duration will increase with your Mindpower.

4) Wild Wrath: You are completely in tune with Nature and can call the wrath of Eyal itself to annihilate your foes. Deals %d slowing nature damage in a cone of radius %d . Damage increases with your Mindpower.At raw talent level 5 all melee attacks against Slowed enemies will deal an additional 25%% damage as Nature.

Wild-Gift/Stalker (requires Willpower)1)Pounce: Leap on your prey. If you hit your foe you get a free attack at %d%% weapon damage and pin it to the ground for %d turns. Pouncing from stealth will attempt to stun the target as well(applied based on your Mindpower). Points in Strider will reduce the cooldown. Strider talent levels above 3 will reduce the cooldown by 3 turns, and talent levels above 5 will reduce it by an additional 3 turns.

2)Focus: A lifetime of stalking prey has honed your control of both body and mind. Passively increases Armor by %d and Spell Save by %d. The armor bonus will scale with your Dexterity, and the save bonus with your Cunning. Damage greater than 33% of your maximum life will cause you to withdraw into your mind, reducing all damage received and dealt by 70% for 3 turns.

3) Adrenaline: Each foe you encounter makes your heart pump a little quicker. You gain %0.1f Life regen per enemy in sight, and beginning with the third talent point, you also gain %0.1f movement speed per enemy. The bonuses cap at 6 enemies.

4) Shred: Shred your foe, hitting them multiple times with each weapon. Number of attacks and damage scale with talent level. Currently you will attack %d times for %d%% damage. Taking this talent also passively increase your attack speed by %d%% based on your Dexterity.

Wild-Gift/Elementomancy[locked, high level, requires Willpower]:1)Call ElementsTaking this talent will teach you to call the elements that constitute nature: Fire, Water, Lightning and Nature. Calling an element will cause melee attacks to deal damage based on the element, and your ability to channel the elements also passively increases your resistance and resistance penetration for each element. Additional points in this talent will increase the bonus to on-hit damage and the passive resistance and resistance penetration rating granted, and at raw talent level 5 using a call will not break stealth. Current bonuses: Attacks deal %d elemental damage, resistance and penetration is increased by %d%% . You will also gain a different effect for each element:Nature: melee hits restore %0.2f equilibrium.Storm: you movement speed will increase by %d%% .Fire: melee hits have a %d%% chance to burn away one detrimental effect.Water: melee hits restore %0.2f health.

Call NatureYou call Nature and channel it through your body. While active, each melee attack will deal %d Nature and %d Acid damage, and restore %0.2f stamina and equilibrium.Your ability to channel Nature also passively increases your Nature and Acid resistance and resistance penetration by 2%% per talent level.

Call StormYou call Storm and channel it through your body. While active you experience a burst of speed, gaining %d%% movement speed. While channeling Storm all melee attacks deal %d lightning damage and attacks from stealth will have a chance to stun the target for %d turns.Your ability to channel Storm also passively increases your Lightning resistance and resistance penetration by %d%% .

Call FireYou call Fire and channel it through your body. While active, each melee attack will deal %d Fire damage and has a %d%% chance to burn away one detrimental effect you are suffering from.Your ability to channel Fire also passively increases your Fire resistance and resistance penetration by 2%% per talent level.

Call WaterYou call Water and channel it through your body. While active, each melee attack will deal %d Cold damage and heal you for %0.2f life.Your ability to channel Water also passively increases your Cold resistance and resistance penetration by 2%% per talent level.

2)Elemental Attunement:You become more attune to the elements. You can use your calls more quickly and they gain the following bonuses:Call usage speed: %d%% of your Mind speed.Nature: Hits now also restore %0.2f stamina.Storm: Now also increases attack speed by %d%% .Fire: Hits will now also have a %d%% chance to remove a beneficial effect from your target.Water: Now also increases your resistance to all damage by %d%% .

3)Elemental Focus :Channeling the elements sharpens your senses and heightens your focus. Each element you channel will increase your Defense, Ranged Defense, all Saves, Mindpower and Physical Power by %d . These effects will stack. Additionally, while channeling an element you will gain a bonus to that element's resistance and penetration equal to %d%% of the passive bonus.

4)Elemental Revenant:Flood your being with elemental power. Your Nature, Acid, Lightning, Fire and Cold damage as well as your Physical and Mind critical rate will increase by %d%%. Activating one of your Calls while Elemental Revenant is active will create an elemental overload. The overload will cause the Call to take a full turn to activate and release a wave of elemental power, causing targets in a radius 5 cone to take %d elemental damage based on the element. Damage will increase with your Willpower. (scales from about 20 to 350)Harnessing the elements in this manner increases you control over the natural world, reducing your equilibrium. However, wielding the elements so recklessly will quickly throw nature off balance. Each turn your equilibrium will increase by 5 and a check will be made. If the check fails then Elemental Revenant will automatically be deactivated.

Wild-Gift/Prowler1)Wild Attunement: A life of tracking in the wild has attuned you to nature, greatly heightening your endurance and fortitude. Each movement you make will restore +%0.2f life and +%0.2f equilibrium. Passively, this talent will grant 0.5 Equilibrium regen, per level, while resting.

2)Agile Defender: You are swift of mind and body. You will be able to equip Light armor by meeting the requirement with Dexterity, rather than Strength.You evade enemy blows so quickly they are thrown off balance, causing them to wobble for %d turns. Wobbly enemies will have their defense and mental resist reduced by %d.Additionally, your mental fortitude extends to your physical form. You recieve a bonus to your Constitution based on Willpower.

3)Deft Dodger:Hone your reflexes through sheer force of will, granting you a %d%% chance to completely evade attacks for %d turns. Passively, whenever you dodge a melee or ranged attack you experience a moment of reprieve, restoring +%0.2f Equilibrium. Duration increases with Willpower, and chance to evade with Cunning. Points in Strider will reduce the cooldown. Strider talent levels above 3 will reduce the cooldown by 3 turns, and talent levels above 5 will reduce it by an additional 3 turns.

4)Prowl: Your evasiveness is unmatched and through sheer force of will you may hide yourself from view. You vanish from sight, re-appearing within range %d inside a radius of 3. Your sudden appearance may confuse foes in a radius 3 of the tile you target for %d turns. Chance to confuse increases with Mindpower.Your supreme agility also lowers the chances of getting tripped up in battle, raising your resistance to stun/freeze, pin and knockback effects by %d%% .

Also has these generics:Wild-Gift/Mindstar MasteryCunning/Scoundrel[locked]Cunning/SurvivalTechnique/Combat TrainingTechnique/MobilityWild-Gift/Fungus [locked]

Changelog:

v2.3.4

[Agile Defender]Removed Strength bonus.Learning this talent now changes the requirement on Light Armor from STR to DEX.

v2.3.3Fixed a typo in the 'Swarmed' effect that was causing an error.

v2.3.2

[General Changes]Nearly all Prowler talents have had their Equilibrium cost reduced (again). Many talents which also had a Stamina cost have had this cost slightly increased. Several talents have also had their cool down reduced.Talents that healed or reduced Equilibrium have all had these values somewhat increased, particularly Wild Attunement.

[Agile Defender]Now grants a bonus to Strength as well as Constitution, primarily to alleviate the cost of equipping armor. This bonus is also based on your Willpower and scales from ~8% to ~20% ( vs. ~15% to ~40% for Con).

[Adrenaline]Now grants movement speed rather than global speed, and at a much greater rate. Bonuses now cap at 6 enemies, rather than 4.

[Focus]The passive Armor and Spell Save bonuses have been increased.Focus will no longer generate a Psi Damage Shield when moving, as before. Now, while the talent is sustained, any damage greater than 33% of your maximum life will trigger the Focus Shield effect. Focus Shield reduces all incoming damage by 70% for 3 turns, but also reduces all damage you deal by the same amount.

v.2.3.0

Reworked the passive effect from Swarm. The effect will now only be granted at talent level 5 (note: this is effective level, not raw, as it was before; Prowlers will unlock it with 4 points, while an Adventurer would need all 5).The effects no longer stack, the duration has been increased to 4 turns, the chance to apply a disable is a flat 25%, the accuracy penalty now scales with your Willpower and has been increased to adjust for not stacking. Damage was not adjusted, as it was far too high before.

Prowlers now have unlocked access to Cunning/Survival at 1.3 mastery and the talent Wild Attunement no longer grants levels in Heightened Senses. Wild Attunement will now restore Life and Equi even when there are no enemies in sight.

Cunning/Scoundrel is now locked.

Reduced the mastery level of a few talent trees.

v 2.2.2

Updated for Embers and over all compatibility.

Sustaining Elemental Revenant will no longer increase the usage speed of your elemental calls and the elemental damage will project in a ball rather than a cone.

Sustaining Combat Focus no longer reduces your Mindpower.

Fixed a couple of timed effects that were not properly granting physical power.

--v 2.2.0

Now available on the Steam Workshop.

Fixed all passives that gave values based on a variable such as a stat or power. These were only being calculated when the talent was taken and not adjusted as the base value changed. All such passives will now re-check values each turn.

Last edited by nsrr on Mon Sep 05, 2016 3:36 am, edited 31 times in total.

Bug fixes galore, yay!High level tree: Gift/Elementamancy, locked tree as option instead of Fury. Tree is planned to include a heal, two attacks that deal damage other than nature, and a defensive ability of some sort.Prowler/ Attunement will grant passive hp (and stam?) regen, low equi regen on rest, and high equi regen when you move.Prowler/Prowler will be changed to Prowl, still granting a passive move speed buff (no passive damage blast when attacking from stealth as the description reads; I never got that to work and it was sure to be op anyway). Prowl will also be able to be activated, at very high equi cost, to blind foes, drop into stealth, and get a short duration, high magnitude move speed increase.Agile Defender will only affect Light or Cloth armor.

I'm working toward making this a class that will burn equi quickly, making their fail rate soar in a long fight. This is intended to create a hit and run play style with many slows, dodges, movement and defense abilities, as well as stealth, to facilitate running away, which will restore equi.

Last edited by nsrr on Sun Nov 29, 2015 4:07 pm, edited 1 time in total.

Updated many talents, Prowler tree is mostly done. Updated most details in the first post. Too tired for much else right now. If anyone has any ideas on the mentioned cool down problem for Prowl, let me know.

1) The Equilibrium costs on the unique trees are way, way higher than pretty much every Equilibrium tree. This isn't too much of an issue to start, but between Psiblades and Natural Attunement, you hit 43 passive Equilibrium from the start. Level 10 or so adds Fungus to that and brings you to 58 (then 78, if you want to use Elemental Harmony), so you spike up to the really high failure rates at record speed. High costs or high floors is fine (especially with the class's relative speed of regen relative to other Wilders), but BOTH is a bit much.

You say the point is that you have to keep moving (or attacking by pressing an arrow key towards them, that also activates Natural Attunement) or dodging (once you get Deft Dodger) to be able to use your abilities (or to lean on the Stamina ones until Equilibrium's back down), but it needs a bit of fine-tuning. I'd reduce the costs or pump the power on them a bit (especially Shred, that's painful compared to Flurry; two less hits, lower damage, higher costs), or just flip Natural Attunement so that it has a negative Sustain cost, helping you get at least one Equilibrium skill off at the start of fights before you have to start gambling.

2) For a class that should be moving so much (all resource regen!), it's notably lacking any other ability that gives you a bonus when you move. Something like "gain a (stacking defense buff/small shield) when you move, lasts one turn, max of X stacks" or "gain a stacking damage boost after moving, lasts one turn, max of X stacks" would add a nice extra decision to the class.

3) The class basically can't use Anti-Magic Shield due to the higher Equilibrium costs of the class, so it really does need some kind of defensive tree for stuff that it can't just dodge. Fungus is very nice, and the described Elementancy tree will help some, but a in-class Movement Infusion or Shield skill wouldn't go amiss; as is I see a lot of deaths going for Melinda, because any enemy heavy on burst damage will just destroy this class. It won't be pretty.

4) I'd suggest making your own version of Cunning/Tactical for the class with the first three abilities copied wholesale; Exploit Weakness is usually a useful capstone ability but it's useless on a class that's effectively forced to use Mindstars, which basically always do Mind or Nature. (Can't use Daggers with the awful modifier on Combat Training.) That last ability would be a good place for points 2 or 3 (or some negative Equilibrium Sustain, for point 1).

5) Haven't made an add-on, so I have no idea how the "see thread on the Forum" link above the add-on version gets there, but it's not on this one's page. Might want to look into that. (I know I don't comment on add-ons that don't have forum threads.)

Thanks for the feedback, I really appreciate it. This is my first add on, and I also have no idea how the forum discussion link gets placed on the add on page. If anyone does, shoot me a message, or reply here.

I made the costs high intentionally, and I know it will need fine tuning to get it where I want it. I honestly haven't had much time to play test myself yet, but talent costs and the amount of equi regen from abilities are things I'm certainly going to be tweaking, as well as power. Shred, if it's working like it's supposed to, starts of with two attacks, but maxes out at four with no cost increase. Plus it gives the passive attack speed bonus.

I agree about the last talent in Tactical, it is currently useless to the class, which is unfortunate because I really like the rest of the talents. I could make an altered version, but I am considering adding some physical damage either with a sustain or temporary buff to make it at least slightly useful.

I like the idea of having a buff that stacks as you move, either a damage shield or attack bonus would be nice. Thanks for the suggestion; I foresee that working it's way into the next big update. I need to take some time to play test now that I have the core talents working as intended (I think), so it probably won't be for a little while. Need to get the bugs out of what I have done before I start mucking around working new talents (and bugs) into it.

Reduced cost for new talents by about 50%. As pointed out, they were just way too high. Also added a check to Attunement so it will not try to heal you when your health is already full.

Talents:

Wild-Gift/Eccomancy No changes aside from costs.

Wild-Gift/Stalker Reduced all costs.1)Pounce: Increased starting range slightly.For some reason it still seems to be 1 less when used than the talent reads.

Wild-Gift/ProwlerCurrently:1)Natural Attunement: Grants Heightened Senses and grants Life and Equi restoration when you move or use a basic attack. Renamed "Nature Kin" to avoid possible confusion with another add on. Also added a check so it will not try to heal you if your life is already full. 2)Agile Defender: Causes enemies whose attacks you dodge to be afflicted with the "Wobbly" effect which lowers defense and mental save. Now also increases Dex by a percent of your Wil. There are more Wil and Cun talents than Dex available to this class. This should free up some points that would have otherwise gone into Dex to be spent on Con for health or Str for leather armor, or more Wil/Cun.3)Deft Dodfer: No change.4)Prowl:Prowl drops you into stealth with no check and may confuse enemies in a radius. This was changed in 1.2.2, but I forgot to change it here. Whoops!

Oh, okay, Shred's fine if it starts giving additional hits, hadn't gotten to that point. Increase on range on Pounce is good, 3 starting range is painful for an approach skill, also like the cost reductions.

I actually think the way Dex was was fine, because what you got out of Dex was significantly different than what you got out of Will or Cunning--higher levels made you more mobile and gave you heavy offensive options with Stamina (more reliable, harder to get back quickly), while the W/C trees had options with more defense and range. It's one thing to have points spread too far when all the different kinds of stat are getting you versions of the same thing, but you've got a fairly interesting divide as-is and it seems kind of a shame to get rid of that.

If the concern is that having to buy with three stats leave the player more fragile, I think it's be more interesting to have Agile Defender give additional Con, health or defense based on Will; that'd also let some players be crazy and go all-in on the Mindpower stats, which also fits the "lets you spend more stats on offense" point.

Thanks again for the feedback! I agree with what you said about Dex. Honestly, when I started making this class I had a particular play style and skill set in mind, but the more I've worked on it, the more it has become fleshed out as a hybrid class. My own personal play style should not be all I take into account. In interest of giving the player more options, I've made some changes to the class.

The bonus from Agile Defender now increases Con as suggested. As a melee fighter the class could use a little more of an HP cushion, and as a hybrid class the player is already spreading points between 3 stats, with probably a few dropped into strength for armor.I unlocked and mostly un-nerfed combat training (it's still only at 1.1, however). Added Technique/Dualweapon-Training unlocked at 1.3. These changes should give the player a viable option to Mindstars, and allow more diversification between Dex and Wil talents. Also, I decided to move Gift/Prowler from Generic to Class. Unlocking combat training made the class seem very generic heavy. However, Combat Training and Mindstar Mastery are pretty much mutually exclusive, so Prowler my find it's way back to the other side. I'm open to opinions on this.

Focus has been buffed. It now grants the same passive effects, but also has a negative Equi cost sustain (increasing your pool, as fail rate still seemed a bit high early on. I don't think it will be an issue at higher levels, however). This sustain causes the player to erect a weak temporary damage shield for 1 turn each time they move or use a basic attack. If a damage shield is already active, it will instead be refreshed, increasing duration and power. This was surprisingly much easier to implement than I had anticipated Also, I could not think of a place to put it in the higher level tree I'm working on

Also, I finally changed the sounds in Eccomancy so they are not all "talents/slime". In fact, none of them are. No more awful squishy-fart sound!

Minor update. Added a new effect so the shield created by focus is a mental: nature/shield instead of magical:arcane/shield so it will play nice with AM. The effect will still interact with vanilla damage shields.

In case anyone else was wondering, the 'moved' parameter in callbackOnMove can return true even in cases where the actor does not actually move from one tile to another. Thanks to StarKeep for pointing me in the right direction to get the check I needed in place. Also, I made a minor update to the callback Wiki which I hope will clarify this for others.

The shield from Focus and the regen from Nature Kin were triggering even when the player didn't move. I thought it was only happening on attacks, which would have been ok, but this was not the case. They will now only trigger when you actually move, and not on bump attacks or wall bumps.

Also, some balance. Lowered Equi restore rate of both Nature Kin and Deft Dodger. Changed Nature Kin to be the negative cost sustain, since you can access it first, and made the sustain cost for Focus positive. Tweaked some mastery levels, and added cunning/lethality as a locked tree at 1.1 mastery. Lowered the power of the shield created by Focus.

There's a spelling bug in the class selection screen: "surrounding" should be "surroundings."

Quite an interesting class. I like being able to choose between daggers and mindstars. However it feels like the Prowler tree should be a Generic tree, because Prowler doesn't have a lot of trees open in that area initially. And not having assigned points in the beginning feels slightly weird to me (this one is a little nitpick though).

Spelling will be fixed, thanks for pointing it out. Prowler was originally a Generic, I felt it was a little Generic heavy after I added Combat Training. If you're investing heavily in CT training you are likely not using Mind stars, so that opens things up a bit. I was considering making Stalker the generic as it has more general functionality. Prowler has all of the Equi restore.

Assigned points... yeah, I always play with the 'do not auto-asign points' option so I hadn't even thought about that. I will look into it.

1.4.2Wild-Gift/Elementomancy:"Living in the wild, you have studied the Elementonomicon, writ upon the ripples of the water, the grain of the wood, the flicker of the flame and the spark of the storm. The elements that constitute Nature head your call."

These are each 5 turn buffs, with the exception of Storm (3 turns) because of the way lightning speed affects game turns. Fire and Water each deal from 5 to 25 damage per hit, scaled with level and increased by your Mindpower. Nature deals about the same, but split between Nature and Acid damage. Storm deals from 8 to 40 because the buff does not last as long as the others. All have 10 turn cooldowns and cost 16 Equi.

Call NatureYou call Nature and channel it through your body. While active, each melee attack will deal %d Nature and %d Acid damage, and restore %0.2f stamina and equilibrium.Your ability to channel Nature also passively increases your Nature and Acid resistance and resistance penetration by 2%% per talent level.

Call StormYou call Storm and channel it through your body. While active you experience a burst of speed, gaining the Lightning Speed effect (+ %d%% movement speed, 30%% physical resist and 100%% lightning resist) for 2 turns any time the effect is not already active. Any action aside from moving will cancel this effect, but it can trigger again if Call Storm is still active. Channeling Storm will also increase your attack speed by %d%% and cause all melee attacks to deal %d lightning damage. Attacking from stealth while channeling Storm will attempt to stun the target for %d turns, applied based on Mindpower.Your ability to channel Storm also passively increases your Lightning resistance and resistance penetration by 2%% per talent level.

Call FireYou call Fire and channel it through your body. While active, each melee attack will deal %d Fire damage and has a %d%% chance to burn away one detrimental effect you are suffering from.Your ability to channel Fire also passively increases your Fire resistance and resistance penetration by 2%% per talent level.

Call WaterYou call Water and channel it through your body. While active, each melee attack will deal %d Cold damage and heal you for %0.2f life.Your ability to channel Water also passively increases your Cold resistance and resistance penetration by 2%% per talent level.

Also, tweaks for balance, mostly to costs and restore rates. Moved Prowler back to Generic. Changed spelling of Eccomancy to Ecomancy... because I spelled it wrong.

I'm pretty sure I'm going to add one last tree, because the class is lacking on Dex trees and I think a Dex based tech tree for Mindstar combat would round out the class, something to be like a Mindstar equivalent of Dual Weapon Training. I'm still working out what I want it to include, and I'm always open to suggestions.And, of course, still working on balance and bug fixing.

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